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2014/01/29 01:58:18
Subject: Tyranids and what could have or should have been: My revisions/fandex for Tyranids!
So many people, including myself have been pretty vocal in terms of our disappointment with the recent Tyranid Codex. Therefore, rather than continue to mope around about it (I'm playing games and trying to make Nids work...) I was inspired to come up with what I felt would have been a decent Tyranid Codex and run those changes by you guys to see what people in general would think. My main goal was to make every unit viable and usable while making the overall focus of Tyranids to be getting into combat and doing a good job when they get there. Also, I wanted to make Warriors and Synapse a more integral part of the army
Did I write a well balanced, thoughtful, fluffy and decent codex or is it some total fanboi garbage that makes Tyranids OP? You be the judge and post comments and feedback below! This will be a living document of sorts that I wil update and change as time goes on and I playtest or get good feedback. Thanks in advance!
How this codex works:
It is broken up into many sections starting with Synapse, Bio Weapons and upgrades in their respective categories followed by the army list/unit entries themselves. All special rules for each unit should be included in its entry. Forgive any formatting issues and feel free to point out careless/sloppy or confusing writing!
Mortetvie's Tyranid fandex:
Overal army changes/balance:
Synapse and Instinctive Behavior :
Spoiler:
• Models in range of Synapse can choose to pass or fail any morale and pinning tests to represent the Hive Mind's total control over Tyranid organisms.
• Models in Synapse range suffer less damage from ID weapons in the following manner: instead of being removed outright, they instead suffer 2 wounds per wound caused by an ID weapon.
• If a Tyranid unit is falling back, once it gets into range of a Synapse creature it immediately regroups and can act normally from that point on except it does not gain a 3” consolidation move (i.e., can move, run, shoot and charge as if they never fell back to begin with).
Instinctive behavior:
• Creatures outside of Synapse take, pass and fail ld based tests exactly as normal models would. If a unit starts the turn outside of Synapse range, it must act according to the “behavioral” modifications and special rules as follows:
o Synaptic Withdrawal: All units that find themselves outside of Synapse range at the start of their turn must move towards a source of Synapse if there is one within 18”. If there is no source of Synapse within 18” of the unit, the unit must then move and act as per their instinctive behavior.
Feed: Must move towards closest enemy unit in the movement phase and, if at the end of the movement phase, the unit is further than 12” from an enemy unit it must then run towards the closest enemy unit in the shooting phase. If the unit is within 12” of an enemy unit at the end of the movement phase, it must attempt to charge it if possible and cannot run in the shooting phase.
Hunt: Must move towards a piece of terrain that is closest to an enemy unit in the movement phase, this unit must attempt to shoot the closest enemy unit. If, in the shooting phase, there is no enemy unit in range or line of sight, this unit must make a run move towards the same piece of terrain it moved towards in the movement phase.
Lurk: Must move towards the closest piece of area terrain in the movement phase, this unit must go to ground anytime it is shot at and must shoot at the closest enemy unit if possible. If the unit is not in any area terrain in the shooting phase, it must make a run move towards the same piece of area terrain it moved towards in the movement phase.
o Tactical incompetence: Units outside of Synapse range may still be denial units but cannot control objectives whilst they are outside of Synapse range.
New categories of Synapse creatures as follows:
• Greater Synapse creature: 12" synapse range, certain options modified/enhanced as below where noted (will be noted in weapon/unit special rules).
o Synaptic Backlash: when a Greater Synapse Creature is killed, all non-Synapse creatures that were within 12” of it that find themselves outside of Synapse at the end of that phase must immediately take a Ld test or fall back towards the nearest source of Synapse within 18”; if there are no Synapse Creatures within 18”, they instead fall back towards their board edge. If they pass, they suffer no immediate effect.
o Greater Synapse Creatures have the Shadow in the Warp special rule which causes enemy Psykers to have -3 to their Ld and any failed Psychic Test by affected Psykers causes that Psyker to lose a Warp Charge if it has any more.
• Minor Synapse Creature: 6" Synapse range, certain options modified/enhanced as below where noted (will be noted in weapon/unit special rules).
Regarding Allies:
Alone in the Universe: Tyranids may not ally with anyone else, however, their Swarms are without number. To represent this, a Tyranid army has access to one extra HQ, Elites, Troops, Fast Attack and Heavy Support slot than it normally otherwise would have. This bonus only applies once so you do not get the extra slots for each detachment (i.e., multiple force organizational charts do not each come with an extra HQ, Elites, Troops, Fast Attack and Heavy Support).
Warlord Traits :
Spoiler:
1. Nature’s Bane: After deployment zones have been determined and infiltrators have been deployed/scout moves have been made, but before the first turn, select a piece of terrain. That piece of terrain follows the rules for Carnivorous forest in addition to whatever type it already was.
2. Heightened Senses: Enemy units may not Infiltrate within 24” of your Warlord and all units within 12” of your Warlord gain the Night Fight special rule.
3. Synaptic Lynchpin: The Synapse and Shadows in the Warp range of your warlord is increased by 6” and if models fall back into Synapse range of your Warlord, they can consolidate 3”.
4. Mind Eater: The Shadows in the Warp ability now causes any failed Psychic tests by enemy Psykers in range to lose a warp charge if they have any more.
5. Digestive Denial: After sides have been determined but before any units have been deployed, choose a piece of terrain not purchased by your opponent. This piece of terrain has its cover save reduced by 1.
6. Adaptive Biology: After taking his first wound, the Warlord gains +1 to Feel No Pain rolls. If it does not have Feel No Pain, it gains Feel no Pain 6+.
Psychic Powers :
Spoiler:
• Due to the nature of how Tyranids interact with the Warp and their connection to the Hive Mind, Tyranid Psykers can only generate psychic powers from the Tyranid Hive Powers discipline.
• Due to the connection of every Tyranid organism to the Hive Mind, no Line of Sight is required for Blessings when targeting a Tyranid unit in Synapse range and only Tyranids in Synapse range can benefit from Blessings. Once a Tyranid unit finds itself outside of Synapse range, it immediately loses any benefits from any blessings cast on them.
Psychic Power Discipline changes:
0. Primaris: Dominion – Blessing, Warp Charge 1; the range of the model’s Synapse and Shadow in the Warp abilities are increased by 6”. The Psyker can expend an extra Warp Charge when casting this power to also extend the range of Shadows in the Warp.
1. The Horror – Malediction, Warp Charge 1; target an enemy unit within 24”, that unit immediately takes a Morale test with a -2 modifier. The Psyker can expend an extra Warp Charge when casting this power to also be able to affect Fearless units. If the extra Warp Charge is expended in this way, Fearless units instead take a Pinning test with a -2 modifier and if failed are Pinned even though they are Fearless.
2. Onslaught – Blessing, Warp Charge 1; target friendly unit within 24” may either Run then make a shooting attack or make a shooting attack then Run. The Psyker can expend an extra Warp Charge when casting this power to allow Infantry models without the Bulky, Very Bulky, or Extremely Bulky rules to make a second Run move after the first but it may not make a shooting attack this phase if it makes this extra run move.
3. Paroxysm – Malediction, Warp Charge 1; Target unit suffers –d3 to their WS and BS. The Psyker can expend an extra Warp Charge when casting this power to make units that unit also suffer –d3 to its charge move .
4. Warp Blast – Witchfire, Warp Charge 1; this power can be fired either as an 18” S5 AP3 Blast or an 18” S10 AP2 Lance weapon. The Psyker can expend an extra Warp Charge when casting this power to increase the range of the power by 12” but it will suffer a Perils of the Warp attack on a roll of a doubles.
5. Psychic Scream – Nova, Warp Charge 1; every enemy unit within 6” must immediately take a pinning test. If the test is failed, they also take a number of wounds for every point they fail their test by. These hits ignore armor and cover. The Psyker can expend an extra Warp Charge when casting this power to cause the affected units to have a -2 modifier to this pinning test.
6. Catalyst – Blessing, Warp Charge 1; The Psyker gains the Feel no Pain (5+) special rule. The Psyker can expend an additional Warp Charge to also grant the Feel no Pain (5+) special rule to either a single additional Monstrous Creature or all friendly non-Monstrous Creature units with a model within 6” of the caster. Once any of those units move further than 6” of the caster, however, they lose the benefits of this power
Design notes on Attacks:
• Reduced the amount of base attacks on profile every model has based on base size such that:
o Small base models have 1 attack base (i.e., Gaunts/Stealers)
o Medium based models have 2 attacks base (i.e., Warriors/Ravenors)
o Large based models have 3 attacks base (i.e., Carnifexest, Tyrants)
o Extra large based models have 4 attacks base (i.e., Trygons, Tyranofexes)
• CCWs o Attacks are now increased for each pair of CC weapons that are the same weapon a model has (for example, +1 for each set of Scything Talons, Rending Claws, Boneswords, Lash whips, Crushing Claws).
Close Combat Bioweapons :
Spoiler:
• Scything Talons provide an extra attack, S as user and are AP 5
• Rending Claws provide an extra attack, S as user and are AP 4
o Rending special rule
• Boneswords provide an extra attack, S as user and are AP 3
o Have special properties based on models using them as follows:
Minor Synapse Creatures get +1 S
Greater Synapse Creatures get +1 S and count them as force weapons
• Crushing Claws provide an extra attack, S as user and are AP 2
o Unwieldy special rule
o Armor Bane special rule
o +1 S
• Lash Whips are S as user and AP –
o Specialist Weapon special rule
o +3 I to wielder
Ranged Bioweapon :
Spoiler:
• Strangleweb:
o Range: Template S: 3 AP: 5 Assault 1
Pinning; any unit hit by a Strangleweb must take an I test, if failed it suffers a further d3 hits at the weapon’s S, ignoring cover, and the unit counts as being in difficult terrain until the end of its following turn.
• Spike Rifle:
o Range: 18” S: 3 AP: 5 Assault 1
Rending
• Spinefists:
o Range: 12” S: 3 AP: 5 Assault x
Twin-linked
X=Attacks on the model’s profile
• Fleshborer:
o Range: 12” S: 4 AP: 5 Assault 1
• Devourer:
o Range: 18” S: 4 AP: - Assault 2x
X=number of attacks on the model’s profile
• Heavy Devourer:
o Range: 24” S: 6 AP – Assault 2x
X=number of attacks on the model’s profile
• Death Spitter:
o Range: 24” S: 6 AP: 5 Assault 1, Blast
• Barbed Strangler:
o Range: 36” S: 4 AP: 5 Assault 1, Large Blast
Pinning; unit hit must take an I test, if failed it suffers a further d3 hits at the weapon’s S, ignoring cover, and the unit counts as being in difficult terrain until the end of its following turn.
• Heavy Barbed Strangler:
o Range: 48” S: 6 AP: 5 Assault 1, Large Blast
Pinning; unit hit must take an I test, if failed it suffers a further d3 hits at the weapon’s S, ignoring cover, and the unit counts as being in difficult terrain until the end of its following turn.
• Venom Cannon:
o Range: 36” S: 6 AP: 4 Assault 1, Blast
Units hit must take a T test, if failed it takes a further d3 S4 hits that ignore cover.
• Heavy Venom Cannon:
o Range: 48” S: 9 AP: 4 Assault 1 Blast
Units hit must take a T test, if failed it takes a further d3 S4 hits that ignore cover.
• Impaler Cannon:
o Ground fire mode: Range: 24” S8 AP4 Assault 3
Ignores Cover, no Line of Sight required
o Sky fire mode: Range 24” S7 AP4 Assault 3
Ignores Cover, no Line of Sight required
• Electro Shock Cannon:
o Range 24” S5 AP5 Assault 2
Haywire
• Spore Mine Launcher:
o Range 48” S4 AP4 Heavy 1, Large Blast, pinning, Barrage
Spore Cloud: If the initial Spore Mine misses the target, place 1 Spore Mine per Biovore in the Brood at the final location determined by the scatter dice. These Spore Mines now operate as an independent Spore Mine Cluster.
• Stinger Salvo:
o Range 18” S5 AP- Assault 1 Large Blast
• Bio-Plasmic cannon:
o Range 36” S7 AP2 Assault 6
+1 BS if remaining stationary as currently worded in codex
Or
o Range 36” S6 AP2 Assault 2 Large Blast
+1 BS if remaining stationary as currently worded in codex
• Acid Spray:
o Template S6 Ap4 Assault 1
Torrent
• Fleshborer Hive:
o Range 18” S4 AP5 Assault 12
Rending
• Rupture Cannon
o Range 48” S10 Ap4 Assault 3
Biomorph Adaptations :
Spoiler:
• Armored Shell: The model gains +1 to its armor save.
• Acid Blood: whenever a model with this biomorph takes a wound, all models within 2” must pass an I test or suffer an AP- hit that wounds automatically.
• Acid Maw: models with this biomorph may exchange all of its attacks for a single S5 Ap2 Armor Bane attack.
• Adrenal Glands: models with this biomorph gain the Fleet special rule. If it already has Fleet, it gains Furious Charge.
• Blinding Venom: Close Combat attacks made by models with this biomorph have the Blind special rule.
• Regeneration: at the end of any phase in which a model with this biomorph has taken a wound, roll a dice-on a 4+ the model regains a single wound lost in that phase. If at the end of the turn no wounds have been recovered by the Regeneration special rule, roll a d6, on a 5+ it regains a single wound.
• Toxic Miasma: friendly Tyranid models within 12” gain the Stealth special rule; friendly Tyranid models within 6” gain the Shrouding special rule instead of stealth. Enemy models within 12” lose the benefits of the Stealth special rule; enemy models within 6” lose the benefits of both the Stealth and Shrouding special rules. Furthermore, close combat attacks made by a model with this biomorph have the Poisoned (2+) special rule.
• Flesh Hooks: models with this biomorph do not suffer the I penalty when charging through terrain.
• Spine Banks: a model with this biomorph can launch a Cluster Spine attack (NYI).
• Toxin Sacs: Close Combat attacks by models with this biomorph gain the Poisoned (4+) special rule.
• Wings: Monstrous Creatures with this biomorph count as Flying Monstrous Creatures while non-Monstrous Creatures with this biomorph add “Jump” to their unit type.
• Warp Field: a model with this biomorph has a 4+ invulnerable save.
• Tail biomorphs:
o Scythe tail: Model gains d3 S5 Ap5 attacks in combat.
o Mace tail: Model gains a single S8 Armor Bane attack in combat.
o Pincer Tail: Model gains a single S4 Ap- Rending claw attack with the Precision Strike special rule.
Mycetic Spores:
Spoiler:
This can be changed in any number of ways but I adjusted the Trygon Tunnel to only work for Raveners/Hormagaunts so those won't need a pod IMO. I was thinking of adding this option to Haruspex or adding a Haruspex to work with the Trygon tunnel, let me know what you think.
• A unit of 20 or less Termagaunts, 6 or less Tyranid Warriors, a single Carnifex can take a Mycetic spore transport option for 35 points. Mycetic Spores follow the rules for Drop Pods in terms of Reserves/Deployment but once deployed count as a piece of Area Terrain that does not block Line of Sight and is dangerous terrain to non-Tyranid models.
Unit Entry/Army List changes :
The Swarmlord, Death Leaper, Red Terror, Parasite of Mortrex, Doom of Malantai and Old One Eye are all unique and each army can only ever include one of them.
• Hive Tyrant must choose two weapon biomorphs in any combination from the following ranged or close combat biomorph options:
o Melee biomorphs:
Scything Talons: Free
Rending Claws: 5 points
Bone Swords: 20 points
Lash Whip/Bone Sword: 25 points
Crushing Claws: 25 points
o Ranged biomorphs:
Twin-linked Death Spitter: 5 points
Twin-linked Heavy Devourer: 15 points
Heavy Venom Cannon: 25 points
Heavy Barbed Strangler: 25 points
• Hive Tyrant may choose from any of the following biomorph adaptations:
o Flesh Hooks: 5 points
o Acid Blood: 10 points
o Toxin Sacs: 10 points
o Armored Shell: 20 points
Cannot be combined with Wings
o Adrenal Glands: 10 points
o Warp Field: 35 points
o Regeneration: 35 points
o Wings: 35 points
Cannot be combined with Armored Shell
• Hive Tyrant must generate powers from the Tyranid Hive powers Discipline.
o Hive Tyrant may increase his Mastery level up to 3 for 15 points per level.
• Hive Tyrant may choose any of the following options:
o Indescribable Horror: 10 points
o Hive Commander: 15
o Old Adversary: 20
**Indescribable Horror: Models within 12” roll 3d6 for Fear tests and drop the lowest roll. Furthermore, units wishing to assault the Hive Tyrant must take a Ld test, if the test is failed, they may not charge that turn.
**Hive Commander: You may add 1 or subtract 1 from reserve rolls and you may select a troops unit without the Bulky or Very Bulky special rules to outflank.
**Old Adversary: Friendly Tyranids within 6” of the Hive Tyrant gain the Preferred Enemy
The Swarmlord:
Spoiler:
265 points
WS: 9 BS: 3 S: 6 T:6 I:6 W:6 A:3 Ld: 10 Sv: 3+
UNIT TYPE: Monstrous Creature (Character)
UNIT COMPOSITION: 1 Swarmlord
SPECIAL RULES: Monstrous Creature; Fearless; Greater Synapse Creature; Psyker (Mastery level 3); The Swarm Incarnate, Pinnacle of Evolution
WEAPONS AND BIOMORPHS:
• The Swarmlord has two sets of Boneswords, Warp Field and
**The Swarm Incarnate: You may select a Tyranid unit within 18” of the Swarmlord that is also within Synapse range; that unit may gain any of the following special rules as long as they remain in Synapse range: Monster Hunter, Tank Hunter, Split Fire, Counter Attack. Furthermore, units within 12” of The Swarmlord count as Ld 10.
** Pinnacle of Evolution: The Swarmlord has the Hive Commander and Old Adversary abilities powers and can make d3 rolls on the Tyranid Warlord Trait chart, benefiting from all abilities rolled.
Tyrant Guard:
Spoiler:
50 points each
WS: 5 BS: 3 S: 5 T: 6 W: 2 I: 3 A: 2 Ld: 7 Sv: 3+
UNIT TYPE: Infantry
UNIT COMPOSITION: 1-3 Tyrant Guard
SPECIAL RULES: Very Bulky, Shield Wall
WEAPONS AND BIOMORPHS:
Tyrant Guard must choose two weapon biomorphs in any combination from the following ranged or close combat biomorph options:
• Melee biomorphs:
o Scything Talons: Free
o Rending Claws: 5 points
o Bone Swords: 10 points
o Bone Sword/Lash Whip: 15 points
o Crushing Claws: 20 points
• Ranged biomorphs:
o Death Spitter: 5 points
o Devourer: 10 points
The entire Tyrant Guard brood may purchase the following Biomorph Adaptations:
o Flesh Hooks: 2 points
o Toxin Sacs: 5 points
o Adrenal Glands: 5 points
o Armored Shell: 25 points
**Shield wall special rule means that a Hive Tyrant or The Swarmlord may join a unit of Tyrant Guard and automatically passes Look out Sir rolls. Furthermore, the Tyrant Guard may accept and issue challenges as well as perform Heroic Interventions.
The Tervigon comes with a set of Scything Talons and a Stinger Salvo
• The Tervigon may choose from any of the following biomorph adaptations:
o Flesh Hooks: 5 points
o Acid Blood: 10 points
o Toxin Sacs: 10 points
o Armored Shell: 30 points
o Adrenal Glands: 10 points
o Regeneration: 40 points
• The Tervigon must generate powers from the Tyranid Hive powers Discipline.
o May increase his Mastery level up to 2 for 15 points.
**Brood Mother special rule means that at the beginning of any movement phase, the Tervigon can produce 3d6 Termagaunts and on a roll of a treble, the Tervigon can no longer produce anymore Termagaunt units for the rest of the game. A unit of Termagaunts produced in this way must be placed wholly within 6” of the Tervigon and can move, shoot, run as normal but cannot make any charge moves that turn. Furthermore, any unit of Termagaunts produced by the Tervigon benefit from the Tervigon’s Adrenal Glands and Toxin Sacs Biomorphs.
Due to the close bond between Termagaunts produced by a Tervigon, should the Tervigon be killed, any Termagaunts that were produced by the Tervigon suffer a S4 AP- hit for every Termagaunt left in their unit.
SPECIAL RULES: Greater Synapse Creature, Psyker (lvl 1), Marshal of the Swarm,
WEAPONS AND BIOMORPHS:
A Tyranid Prime must choose two weapon biomorphs in any combination from the following ranged or close combat biomorph options:
• Melee biomorphs:
o Scything Talons: Free
o Rending Claws: 5 points
o Bone Swords: 15 points
o Bone Sword/Lash Whip: 10 points
o Crushing Claws: 25 points
• Ranged biomorphs:
o Spinefists: Free
o Devourer: 5 points
o Death Spitter: 10 points
The Tyranid Prime may be equipped with the following Biomorph Adaptations:
o Flesh Hooks: 5 points
o Toxin Sacs: 10 points
o Adrenal Glands: 10 points
o Wings: 20 points
o Regeneration: 35 points
** Marshal of the Swarm special rule means that instead of taking a Prime as a normal HQ choice, you can take 1 Tyranid Prime for every Tyranid Warrior or Shrike Brood in your army. A Tyranid Prime taken in this manner can only join a Tyranid Warrior or Shrike Brood and confers its WS, BS and I onto the unit and otherwise counts as simply another member of the Brood. If taken in this manner, a Tyranid Prime does not take up an HQ slot.
Paracite of Mortrex:
(not sure if this should be an HQ or a FA option-I welcome ideas and changes to this guy!
SPECIAL RULES: Fleet, Hit & Run, Infectious Bite, Independent Character, Bulky
WEAPONS AND BIOMORPHS:
The Paracite of Mortrex has a set of Scything Talons and Feeder Tendrils
**Infectious Bite special rule means that this model’s to-wound rolls of a 6 have the Instant Death special rule and any model slain in this way creates d6 Ripper Swarms. Monstrous Creatures are immune to this special rule.
**Feeder Tendrils grant this model the Prefered Enemy and Rending special rules.
Elites:
Hive Guard:
Spoiler:
60 points each
WS: 3 BS: 3 S: 5 T: 6 W: 3 I: 3 A: 2 Ld: 7 Sv: 3+
UNIT TYPE: Infantry
UNIT COMPOSITION: 1-3 Hive Guard
SPECIAL RULES: Instinctive Behavior: Hunt, Bulky
WEAPONS AND BIOMORPHS:
Each Hive Guard comes with an Electro Shock Cannon and a set of Rending Claws
Any Hive Guard may replace its Electro Shock Cannon for:
o Impaler Cannon for: 5 points
SPECIAL RULES: Minor Synapse Creature, Psyker (lvl 1), Bulky
WEAPONS AND BIOMORPHS:
Warp Field, Claws and fangs. The physically atrophied nature of the Zoanthrope means they do not have any close combat utility from their limbs.
• Zoanthropes always come with the Warp Blast and Dominion psychic powers and may increase their Mastery level to 2 for 15 points/Zoanthrope.
Venomthropes:
Spoiler:
50 points each
WS: 3 BS: 0 S: 4 T: 4 W: 3 I: 3 A: 2 Ld: 7 Sv: 3+
UNIT TYPE: Infantry
UNIT COMPOSITION: 1-3 Venomthropes
SPECIAL RULES: Instinctive Behavior: Lurk, Toxic Miasma,Bulky
WEAPONS AND BIOMORPHS:
Each Venomthrope comes with two sets of Lash Whips
Pyrovores:
Spoiler:
40 points
WS: 3 BS: 3 S: 4 T: 4 W: 3 I: 3 A: 2 Ld: 7 Sv: 3+
UNIT TYPE: Infantry
UNIT COMPOSITION: 1-3 Pyrovores
SPECIAL RULES: Instinctive Behavior: Hunt
WEAPONS AND BIOMORPHS: Bulky
Each Pyrovore comes with the Flame Spurt, Acid Blood and Acid Maw biomorphs
Haruspex:
Spoiler:
160 points
WS: 3 BS: 0 S: 6 T: 6 W: 6 I: 3 A: 4 Ld: 7 Sv: 3+
UNIT TYPE: Monstrous Creature
UNIT COMPOSITION: 1
SPECIAL RULES: Instinctive Behavior: Feed, Lashing Tongue, Gulp!, Extremely Bulky
WEAPONS AND BIOMORPHS:
The Haruspex comes with a set of Scything Talons and Crushing Claws
The Haruspex may be equipped with the following Biomorph Adaptations:
o Flesh Hooks: 5 points
o Toxin Sacs: 10 points
o Adrenal Glands: 10 points
o Regeneration: 35 points
**Lashing Tongue special rule means that for every unsaved wound inflicted by the Haruspex in combat, it gains an additional attack and regains a wound up to its starting value.
**Gulp special rule means that any attack roll of a 6 is a precision strike which can only be used on non-Monstrous Creatures. Models targeted by this special rule get a 5+ Look out Sir roll to represent comrades pulling the model from the grasp of the Haruspex.
SPECIAL RULES: Unique, Silent Hunter, Hit & Run, Fleet, Infiltrate, Chameleonic Scales, Pheromone Trail, Fear, “Where is it?”, “It’s After me!”, Bulky
WEAPONS AND BIOMORPHS:
**Silent Hunter special rule means that Lictors are designed by the Hive Mind to operate outside of Synapse range and so never suffer from Instinctive Behavior but may otherwise benefit from Synapse. Furthermore, for each Lictor Brood in your army, choose an enemy unit; the Lictor Brood gains the Preferred enemy special rule against that particular unit and loses this special rule once that unit is dead.
**Chameleonic Scales special rule means that Lictors have the Shrouded and Stealth special rules. Furthermore, enemy units can only Snap Fire against Lictors on the first enemy shooting phase after which the Lictor brood is deployed. Furthermore, Lictors can be placed anywhere when Deep Striking and never scatter but must remain 1” away from enemy models.
**Pheromone Trail special rule means that friendly Tyranid Reserves rolls may gain +1 and units that Deep Strike within 6” of a Lictor never scatter.
**“Where is it?” special rule means that enemy units wishing to fire at Death Leaper can only fire as if making Snap Shots.
“It’s After me!” special rule means that at the beginning of the game, nominate a single character in your opponent’s army and reduce its Ld by D3. Furthermore, Death Leaper gains 1 Victory Point if he destroys that character in combat.
SPECIAL RULES: Fleet, Brood Telepathy, Move Through Cover, Infiltrate
WEAPONS AND BIOMORPHS:
Genestealers come with 2 sets of Rending Claws
The entire Genestealer Brood may have the following biomorph adaptations:
• Fleshhooks: at 1 point/model
• Toxin Sacs: 2 points/model
• Adrenal Glands: 2 points/model
Each brood of Genestealers may include a single Broodlord for 80 points which has the following profile:
SPECIAL RULES: Fleet, Bulky, Brood Telepathy, Move Through Cover, Infiltrate, Psyker (lvl 1)
WEAPONS AND BIOMORPHS:
Broodlord comes with 2 sets of Rending Claws and has access to the following Biomorph Adaptations:
o Flesh Hooks: 2 points
o Acid Blood: 10 points
o Toxin Sacs: 5 points
o Adrenal Glands: 5 points
o Regeneration: 30 points
* Brood Telepathy: The Hive Mind has bred Genestealers with a limited form of Synapse where they can carry out the pre-programmed directives of the Hive Mind so they can operate independently of the Hive Mind when necessary** This special rule means that Genestealers and Broodlords do not suffer from Instinctive Behavior while outside of Synapse, can count as scoring when outside of Synapse range and they also benefit from the Stubborn special rule.
Termagaunts:
Spoiler:
4 points each
WS: 2 BS: 3 S: 2 T: 3 W: 1 I: 3 A: 1 Ld: 5 Sv: 6+
UNIT TYPE: Infantry
UNIT COMPOSITION: 10-30 Termagaunts
SPECIAL RULES: Fleet, Move Through Cover, Scuttling Swarm, Instinctive Behavior: Lurk
WEAPONS AND BIOMORPHS:
Each Termagaunt comes with a Fleshborer
Any Termagaunt may exchange its Fleshborer for any of the following ranged biomorphs:
o Spine Fists: Free
o Spike Rifle: 2 points
o Devourer: 3 points
One Termagaunt per 10 may exchange its Fleshborer for a Strangleweb for 5 points
The whole brood may be given the following Biomorph Adaptations:
o Toxin Sacs: 1 points/model
o Adrenal Glands: 1 points/model
**Scuttling Swarm special rule means that for every brood of 30 Termagaunts, you may take a Tervigon as a Troops choice, however a Tervigon taken in this way may only take the Toxin Sacs and Adrenal Glands upgrades.
Hormagaunts:
Spoiler:
5 points each
WS: 4 BS: 0 S: 3 T: 3 W: 1 I: 5 A: 1 Ld: 5 Sv: 6+
UNIT TYPE: Beast
UNIT COMPOSITION: 10-30 Hormagaunts
SPECIAL RULES: Fleet, Move Through Cover, Instinctive Behavior: Feed
WEAPONS AND BIOMORPHS:
Each Hormagaunt has one set of Scything Talons
The whole brood may be given the following Biomorph Adaptations:
o Toxin Sacs: 1 points/model
o Adrenal Glands: 1 points/model
Each Warrior must choose two weapon biomorphs in any combination from the following ranged or close combat biomorph options:
• Melee biomorphs:
o Scything Talons: Free
o Rending Claws: 5 points
o Bone Swords: 10 points
o Bone Sword/Lash Whip: 15 points
• Ranged biomorphs:
o Spinefists: Free
o Devourer: 5 points
o Death Spitter: 5 points
• One Tyranid Warrior per 3 may be equipped with one of the following biomorphs:
o Barbed Strangler: 10 points
o Venom Cannon: 15 points
o Crushing Claws: 25 points
The entire Tyranid Warrior Brood may be equipped with the following Biomorph Adaptations:
o Flesh Hooks: 1 points/model
o Toxin Sacs: 5 points/model
o Adrenal Glands: 5 points/model
Ripper Swarm:
Spoiler:
9 points each
WS: 2 BS: 2 S: 3 T: 3 W: 3 I: 2 A: 2 Ld: 5 Sv: 6+
UNIT TYPE: Swarm
UNIT COMPOSITION: 3-10 Ripper Swarms
SPECIAL RULES: Swarm, Fleet, Move Through Cover, Instinctive Behavior: Feed, Bulky
WEAPONS AND BIOMORPHS:
Ripper Swarms count as being equipped with two sets of Scything Talons to represent the multitude of gnashing maws present in each swarm.
Any Ripper Swarm may be equipped with a Spinefist at 4 points/model
The entire Ripper Swarm Brood may be equipped with the following Biomorph Adaptations:
o Flesh Hooks: 1 point/model
o Toxin Sacs: 3 points
o Adrenal Glands: 3 points
Each Shrike must choose two weapon biomorphs in any combination from the following ranged or close combat biomorph options:
• Melee biomorphs:
o Scything Talons: Free
o Rending Claws: 5 points
o Bone Swords: 10 points
o Bone Sword/Lash Whip: 15 points
• Ranged biomorphs:
o Spinefists: Free
o Devourer: 5 points
o Death Spitter: 5 points
• One Tyranid Shrike per 3 may be equipped with one of the following biomorphs:
o Barbed Strangler: 10 points
o Venom Cannon: 15 points
o Crushing Claws: 25 points
The entire Tyranid Warrior Brood may be equipped with the following Biomorph Adaptations:
o Flesh Hooks: 1 points/model
o Toxin Sacs: 5 points/model
o Adrenal Glands: 5 points/model
Raveners:
Spoiler:
25 points each
WS: 5 BS: 3 S: 4 T: 4 W: 3 I: 4 A: 2 Ld: 7 Sv: 5+
UNIT TYPE: Beast
UNIT COMPOSITION: 3-9 Raveners
SPECIAL RULES: Fleet, Move Through Cover, Bulky
WEAPONS AND BIOMORPHS:
Each Ravener comes equipped with three sets of Scything Talons
Any Ravener may exchange a set of Scything Talons for a set of Rending Claws for 10 points/model.
All Raveners in the Brood may take one of the following Thorax options:
o Flesh Hooks: 2 Points/ model
o Spinefists: 5 points/ model
o Devourer: 10 points/ model
o Death Spitter: 10 points/ model
The entire Brood may be equipped with the following Biomorph Adaptations:
o Toxin Sacs: 5 points/model
o Adrenal Glands: 5 points/model
• One Ravenor may be upgraded to be the Red Terror for 80 points:
SPECIAL RULES: Fleet, Very Bulky, Fear, Hit & Run, Swallow Whole
WEAPONS AND BIOMORPHS:
The Red Terror comes with 3 sets of Scything Talons and the Pincer Tail Biomorph
**Swallow Whole special rule means that if the Red Terror hits with 4 or more of its attacks (not counting the tail attack), it may choose a single Infantry model without the Bulky or Very Bulky special rules to be swallowed whole. The model chosen is removed from play with no saves of any kind but is otherwise eligible for a Look Out Sir roll which can only passed on a 5+
Gargoyles:
Spoiler:
6 points each
WS: 3 BS: 3 S: 3 T: 3 W: 3 I: 4 A: 1 Ld: 5 Sv: 6+
UNIT TYPE: Jump Infantry
UNIT COMPOSITION: 10-30 Gargoyles
SPECIAL RULES: Fleet, Blinding Venom, Instinctive Behavior: Hunt
WEAPONS AND BIOMORPHS:
Each Gargoyle is equipped with a Fleshborer
The entire Gargoyle Brood may be equipped with the following Biomorph Adaptations:
o Toxin Sacs: 1 points/model
o Adrenal Glands: 1 points/model
Skyslasher Ripper Swarm:
Spoiler:
12 points each
WS: 2 BS: 2 S: 3 T: 3 W: 3 I: 2 A: 2 Ld: 5 Sv: 6+
UNIT TYPE: Jump Swarm
UNIT COMPOSITION: 3-10 Skyslasher Ripper Swarms
SPECIAL RULES: Swarm, Fleet, Instinctive Behavior: Feed
WEAPONS AND BIOMORPHS:
Ripper Swarms count as being equipped with two sets of Scything Talons to represent the multitude of gnashing maws present in each swarm.
Any Skyslasher Ripper Swarm may be equipped with a Spinefist at 4 points/model
The entire Ripper Swarm Brood may be equipped with the following Biomorph Adaptations:
o Toxin Sacs: 3 points
o Adrenal Glands: 3 points
Harpy:
Spoiler:
140 points
WS: 3 BS: 3 S: 6 T: 5 W: 5 I: 3 A: 4 Ld: 7 Sv: 3+
UNIT TYPE: Flying Monstrous Creature
UNIT COMPOSITION: 1 Harpy
SPECIAL RULES: Monstrous Creature, Born in the Sky, Sonic Screech, Instinctive Behavior: Hunt
WEAPONS AND BIOMORPHS:
The Harpy comes equipped with a set of Scything Talons, a Twin-Linked Heavy Barbed Strangler and Spore Mine Cysts.
The Harpy may exchange its Twin-Linked Heavy Barbed Strangler for the following biomorph options:
• Heavy Venom Cannon: Free
• Impaler Cannon: 25 points
The Harpy may take any of the following Biomorph Adaptations:
o Toxin Sacs: 10 points
o Adrenal Glands: 10 points
o Regeneration: 35 points
**Born in the Skies special rule means the Flying Monstrous Creature automatically passes Grounding Checks. Also, should a model with this rule wish to make a charge move, roll a dice, on a 1-3 it takes an automatic wound and on a 4+ it suffers no harm;
**Spore Mine Cysts special rule means the Harpy can place a Spore Mine Cluster consisting of d3 Spore Mines over any point it flew over in the Movement Phase, this counts as one of its shooting attacks;
**Sonic Boom special rule means that any unit charged by a Harpy gains the Always Strikes Last special rule.
Crone:
Spoiler:
160 points
WS: 3 BS: 3 S: 6 T: 5 W: 5 I: 3 A: 4 Ld: 7 Sv: 3+
UNIT TYPE: Flying Monstrous Creature
UNIT COMPOSITION: 1 Crone
SPECIAL RULES: Monstrous Creature, Born in the Sky, Haunter of Skies, Instinctive Behavior: Feed
WEAPONS AND BIOMORPHS:
The Crone comes equipped with a set of Scything Talons, 4 Tentaclids and a Drool Cannon.
The Crone may take any of the following Biomorph Adaptations:
o Toxin Sacs: 10 points
o Adrenal Glands: 10 points
o Regeneration: 35 points
**Born in the Skies special rule means the Flying Monstrous Creature automatically passes Grounding Checks. Also, should a model with this rule wish to make a charge move, roll a dice, on a 1-3 it takes an automatic wound and on a 4+ it suffers no harm;
**Haunter of Skies special rule means the Crone’s Vector Strikes against Flyers are S8 and the Crone does d3+2 hits rather than d3+1 against Flyers or Flying Monstrous Creatures. Furthermore, the Crone’s shooting attacks are twin-linked when targeting Flyers, Skimmers or Flying Monstrous Creatures.
Spore Mine Cluster:
Spoiler:
5 points each
WS: 0 BS: 0 S: 1 T: 1 W: 1 I: 1 A: 0 Ld: 10 Sv: -
UNIT TYPE: Infantry
UNIT COMPOSITION: 5-15 Spore Mines
SPECIAL RULES: Living Bomb, Floating Death, Deep Strike
** Living Bomb, Floating Death special rules as per current codex
Heavy Support :
Carnifex Brood:
Spoiler:
120 points each
WS: 3 BS: 3 S: 8 T: 6 W: 4 I: 2 A: 3 Ld: 7 Sv: 3+
UNIT TYPE: Monstrous Creature
UNIT COMPOSITION: 1-3 Carnifexes
SPECIAL RULES: Monstrous Creature, Living Battering Ram, Fearless, Instinctive Behavior: Feed
WEAPONS AND BIOMORPHS:
Each Carnifex must choose two weapon biomorphs in any combination from the following ranged or close combat biomorph options:
• Melee biomorphs:
o Scything Talons: 5
o Crushing Claws: 15
• Ranged biomorphs:
o Death Spitter: 5
o Twin-linked Heavy Devourer: 15 Points
o Heavy Barbed Strangler: 15
o Heavy Venom Cannon: 20
• Tail Biomorphs:
o Thresher Scythe: 10
o Bone Mace: 15
Any Carnifex may take any of the following Biomorph Adaptations:
o Flesh Hooks: 5 points
o Acid Blood: 10 points
o Toxin Sacs: 10 points
o Adrenal Glands: 10 points
o Armored Shell: 20 points
o Bio-Plasma: 25 points
o Regeneration: 35 points
• A Carnifex Brood consisting of a single model may be upgraded to be Old One Eye, with the following profile, for 125 points:
SPECIAL RULES: Fear, Living Battering Ram, Alpha Leader, Berserk Rampage, Fearless, Instinctive Behavior: Feed
WEAPONS AND BIOMORPHS:
Old One Eye comes equipped with a set of Scything Talons and Crushing Claws. He also has the Regeneration and Mace Tail biomorphs.
** Living Battering Ram special rule means that a Carnifex gets d3 Hammer of Wrath attacks that benefit from the Armor Bane special rule. Furthermore, any unit that takes a wound from these attacks must pass an I test, if failed they gain the Always Strikes Last rule as they make way for the massive bulk of the Carnifex.
**Alpha Leader special rule means that Tyranids within 6” of Old One Eye may use his Leadership and can count as scoring units if not in Synapse range.
**Berserk Rampage special rule means that Old One Eye gets an extra attack for each unsaved wound caused by his initial attacks (not counting his Hammer of Wrath or tail attacks). These attacks may further generate additional attacks.
Mawloc:
Spoiler:
145 points each
WS: 3 BS: 3 S: 6 T: 6 W: 6 I: 3 A: 4 Ld: 7 Sv: 3+
UNIT TYPE: Monstrous Creature
UNIT COMPOSITION: 1 Mawloc
SPECIAL RULES: Monstrous Creature, Fleet, Hit & Run, Terror From the Deep, Burrow, Instinctive Behavior: Feed
WEAPONS AND BIOMORPHS:
A Mawloc is equipped with three sets of Scything Talons
The Mawloc may take any of the following Biomorph Adaptations:
o Flesh Hooks: 5 points
o Acid Blood: 10 points
o Toxin Sacs: 10 points
o Adrenal Glands: 10 points
o Regeneration: 35 points
** Terror From the Deep, Burrow- same as from current codex-these rules are actually pretty solid IMO.
A Trygon is equipped with three sets of Scything Talons.
A Trygon may take any of the following Biomorph Adaptations:
o Flesh Hooks: 5 points
o Acid Blood: 10 points
o Toxin Sacs: 10 points
o Adrenal Glands: 10 points
o Regeneration: 35 points
** Bio-Electric Field special rule means that the Trygon has a 6+ Invulnerable save and can make a shooting attack with the following profile: S5 AP5 Range: 12” Assault 6
** Subterranean Assault special rule means that at the start of every game, nominate a single unit of Raveners or Hormagaunts for each Trygon that will Deep Strike. Each unit selected will arrive from reserves in the following manner:
• When the Trygon arrives from reserves via Deep Strike, place a template the size of its base where the Trygon emerged and this is now the Trygon Assault Tunnel. The nominated unit automatically enters play on the turn the Trygon arrives. This unit can move up to 12” from the tunnel and counts as disembarking from a vehicle so is unable to make any charge moves though it can run and shoot normally.
SPECIAL RULES: Monstrous Creature, Fleet, Greater Bio-Electric Field, Major Synapse Creature, Subterranean Assault.
WEAPONS AND BIOMORPHS:
A Trygon Prime is equipped with three sets of Scything Talons.
A Trygon Prime may take any of the following Biomorph Adaptations:
o Flesh Hooks: 5 points
o Acid Blood: 10 points
o Toxin Sacs: 10 points
o Adrenal Glands: 10 points
o Regeneration: 35 points
** Greater Bio-Electric Field special rule means that the Trygon Prime has a 5+ Invulnerable save and can make a shooting attack with the following profile: S5 AP5 Range: 18” Assault 12
** Subterranean Assault special rule means that at the start of every game, nominate a single unit of Raveners or Hormagaunts for each Trygon that will Deep Strike. Each unit selected will arrive from reserves in the following manner:
• When the Trygon arrives from reserves via Deep Strike, place a template the size of its base where the Trygon emerged and this is now the Trygon Assault Tunnel. The nominated unit automatically enters play on the turn the Trygon arrives. This unit can move up to 12” from the tunnel and counts as disembarking from a vehicle so is unable to make any charge moves though it can run and shoot normally.
Exocrine:
Spoiler:
170 points each
WS: 3 BS: 3 S: 6 T: 6 W: 6 I: 2 A: 4 Ld: 7 Sv: 3+
UNIT TYPE: Monstrous Creature
UNIT COMPOSITION: 1 Exocrine
SPECIAL RULES: Monstrous Creature, Instinctive Behavior: Lurk
WEAPONS AND BIOMORPHS:
An Exocrine is equipped with a set of Scything Talons and a Bio-Plasmic Cannon
An Exocrine may take any of the following Biomorph Adaptations:
o Acid Blood: 10 points
o Toxin Sacs: 10 points
o Adrenal Glands: 10 points
o Regeneration: 35 points
Tyranofex:
Spoiler:
170 points each
WS: 2 BS: 3 S: 6 T: 6 W: 6 I: 3 A: 4 Ld: 7 Sv: 2+
UNIT TYPE: Monstrous Creature
UNIT COMPOSITION: 1 Tyranofex
SPECIAL RULES: Monstrous Creature, Instinctive Behavior: Hunt
WEAPONS AND BIOMORPHS:
A Tyranofex is equipped with a Stinger Salvo and Acid Spray.
A Tyranofex may exchange its Acid Spray biomorph with the following options:
• Fleshborer Hive: 15 points
• Rupture Cannon: 25 points
A Tyranofex may take any of the following Biomorph Adaptations:
o Acid Blood: 10 points
o Toxin Sacs: 10 points
o Adrenal Glands: 10 points
o Regeneration: 35 points
Biovore:
Spoiler:
40 points each
WS: 2 BS: 3 S: 4 T: 4 W: 3 I: 2 A: 2 Ld: 5 Sv: 6+
UNIT TYPE: Infantry
UNIT COMPOSITION: 1-3 Biovores
SPECIAL RULES: Spore Nest, Instinctive Behavior: Lurk
WEAPONS AND BIOMORPHS:
A Biovore is equipped with a Spore Mine Launcher.
** Spore Nest special rule means that when a Biovore is killed, a Spore Mine Cluster is placed where the Biovore was slain and scatter 6d6” in a random direction. On a hit, the Tyranid player chooses the direction the cluster moves.
This message was edited 13 times. Last update was at 2014/02/19 03:22:31
Jesus Christ changed my life, He can do the same for you!
May I make a suggestion:
Mycetic Assault (30 pts): Units with this special rule must deep strike. Half the units (rounded up) come in automatically on turn 1. The rest are rolled for normally. The turn they deploy until the start of their next turn units that deep strike have a 5+ cover save.
Eligible units: Any non-HQMC that does not have not can already purchase a method to DS. In the case of broods, each MC in the brood must purchase at cost. Termagants, Hormagaunts, Warriors, Pyrovores, Venomthropes, Zoanthropes, Hive Guard.
Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
Orks always ride in single file to hide their strength and numbers.
Gozer the Gozerian, Gozer the Destructor, Volguus Zildrohar, Gozer the Traveler, and Lord of the Sebouillia
2014/01/29 23:43:00
Subject: Tyranids and what could have or should have been: My revisions/fandex for Tyranids!
I plan on adding some rules for Mycetic drop pods but haven't gotten around to it yet =). Thanks for your input though, I'll prob take what you gave me and fit it in there somewhere.
Jesus Christ changed my life, He can do the same for you!
I haven't gone through the entire thing, but here are my initial thoughts, spoilered for length.
Spoiler:
mortetvie wrote: • Models in Synapse range suffer less damage from ID weapons in the following manner: instead of being removed outright, they instead suffer 2 wounds per wound caused by an ID weapon.
I actually really like this. It's a good payoff for keeping your units in synapse without making them completely immune to ID.
mortetvie wrote: o Tactical incompetence: Units outside of Synapse range may still be denial units but cannot control objectives whilst they are outside of Synapse range. This may be overly harsh and I only placed this here to try and balance out synapse if it appears too powerful so this particular bullet is a big WIP/MAYBE.I wanted to make Tyranids utterly dependent on Synapse but also make Synapse very powerful and this rule is to relfect the fact that outside of the direct control of the Hive Mind, Tyranids can’t do jack in terms of claiming objectives or acting tactically in the same sense troops from other armies can…
I REALLY like this. It's very fluffy. I hope you've added a lot more synapse creatures, though, otherwise it gets pretty painful for Nids.
mortetvie wrote: • All Synapse Creatures have an un-modifiable Ld of 10.
While I can see the argument for this, I think it's a bit much. LD 10 is fine, un-modifiable is not.
mortetvie wrote: 1. Nature’s Bane: After deployment zones have been determined, but before the first turn, you may place a piece of Carnivorous Forest anywhere on the table that is at least 1” from another piece of terrain or an enemy unit. This forest can be up to a 6x6 piece of terrain. Furthermore, at the beginning of each turn, you may choose a forest and turn that into a piece of Carnivorous Forest as well. Carnivorous Forests do not affect friendly Tyranid models.
This needs to be reworded to "After both sides have deployed (including Scouts and Infiltrators), but before the roll to Seize the Initiative...."Otherwise I find it interesting, but not exactly fluffy (Tyranids aren't exactly known for CREATING new terrain, after all...)
mortetvie wrote: 4. Mind Eater: The Shadows in the Warp ability now causes any failed Psychic tests by enemy Psykers in range to suffer Perils of the Warp.
5. Digestive Denial: The Warlord does not give up a Victory Point for being killed by the enemy.
Way, way too powerful for Warlord traits. Seriously. Mind Eater is insanely good against Psykers (particularly once you get them in Shadows range, although I don't see any mention of Shadows in your OP in regards to what it actually does, so I'm assuming it works as it does in the GW dex).
mortetvie wrote: • When casting Psychic Powers, Tyranid psykers do not suffer from Perils of the Warp on rolls of double 1 due to the power of the Hive Mind not being as virulent as the warp.
Too powerful again. Nids shouldn't have any special protection against melting their brains out when using psychic powers.
mortetvie wrote: 0. Primaris: Dominion – Blessing, Warp Charge 1; the range of the model’s Synapse and Shadow in the Warp abilities are increased by 6”. The Psyker can expend an extra Warp Charge when casting this power to gain the Feel no Pain special rule.
This is a very interesting mechanic that I'd like to see expanded into all Nid psychic powers. Spend one Warp Charge, get a benefit; spend another Warp Charge get an extra benefit. That being said, I don't see why this rule would grant FNP to the psyker - I would instead change it to boosting your Shadows/Synapse range another 6".
mortetvie wrote: 1. The Horror – Malediction, Warp Charge 1; target an enemy unit within 24”, that unit immediately takes a Morale test with a -2 modifier. If the target unit is Fearless, it instead takes a Pinning test with a -2 modifier and if failed is Pinned even though it is Fearless. Not sure if affecting Fearless models makes this OP-will remove it if it does.
Making this affect Fearless models is a bit much. You're usually paying out the nose for Fearless....However, if you tack on that second Warp Charge, I don't see it being nearly as much of an issue.
mortetvie wrote: 2. Onslaught – Blessing, Warp Charge 1; target friendly unit within 24” may either Run then make a shooting attack ; make a shooting attack then Run; or, if the target does not have the bulky or Very Bulky rule, may Run then declare a charge.
Much as I personally like the idea of Running and Charging, that pretty much doesn't exist in 6e to the best of my knowledge. Running and shooting is fine. No idea what to tack on for charge 2.
mortetvie wrote: 3. Paroxysm – Malediction, Warp Charge 1; target an enemy unit within 24”, that unit’s shooting attacks may only be fired using the Snap Fire rules until the end of their next turn. Furthermore, the target unit requires a 5+ to hit in close combat.
Way too powerful for Warp Charge 1. I would change it to work the way it does in the GW dex for WC1, then for another Warp Charge you get this effect...and that still might be too powerful.
mortetvie wrote: 4. Warp Blast – Witchfire, Warp Charge 1; this power can be fired either as a 24” S5 AP3 Blast or a 24” S10 AP2 Lance weapon. The Psyker can expend an extra Warp Charge when casting this power to increase the range of the power by 12” but it will suffer a Perils of the Warp attack on a roll of a doubles.
Way too good for Warp Charge 1. I'd suggest a reduced profile for 1 charge, then the full profile for 2 - it really doesn't need to have better range.
mortetvie wrote: 5. Psychic Scream – Nova, Warp Charge 2; every enemy unit within 6” must immediately take a pinning test with a -2 modifier. If the test is failed, they also take a number of wounds for every point they fail their test by. These hits ignore armor and cover.
I honestly think this is fine as Warp Charge 1 with no leadership penalty. For Warp Charge 2 go ahead and tack on the penalty.
mortetvie wrote: 6. Catalyst – Blessing, Warp Charge 2; all friendly units with a model within 6” of the caster (including the caster) gain the Feel no Pain special rule.
This is fine for Warp Charge 2 I think. For Warp Charge 1 I would just have it be the the psyker gaining the benefit.
Overall I'd say you have some interesting thoughts (and keep in mind I didn't go through the unit by unit breakdown) but it still needs work.
DT:80+S++G++M--B--IPw40k11+D+A+++/cWD-R+++T(D)DM+ 8000, mostly painted
14000, all over the place
2014/02/11 03:49:06
Subject: Tyranids and what could have or should have been: My revisions/fandex for Tyranids!
Psychic powers you suggest are rediculous. I mean you can just win games spamming psypowers.
-Horror psychic power is too op. -2 modifier for ld is massive. And ignoring fearless...
-Paroxysm needs a nerf either. Cause right now u're shuting down anything with mid-close range shooting. And such things allready suffer in this edition.
-Warp blast: s10 lance with 24-36 range? No need to make it more powerful that it is now. It allready eliminates landraiders and battlewagons but sux vs wave serpents like all weapons that don't ignore cover do. Improving the lance u're hurting the regular vehicles even more while not doing much to what really hurts. What about adding ignore cover for an additional warp charge instead of range.
-Psychic scream is even more rediculous than horror.
-Catalyst - making armywide fnp is not a good idea. Rephrase it to "All friendly models within 6' of the caster..."
Haven't read further yet but this powers are nowhere near ballanced. The only one that's proper is Onslaught cause it buffs lil bugs. And i think that nids need more lil bugs than just mc spam we face atm.
This message was edited 3 times. Last update was at 2014/02/11 05:53:45
2014/02/11 06:17:15
Subject: Re:Tyranids and what could have or should have been: My revisions/fandex for Tyranids!
There are some good chunks of this that are extremely absurd... like Swarmlord. Your giving it a points drop and every power you just made extremely powerful. Yea...I would probably have to give this a resounding no just on the fact that you could give your entire army stupid amounts of FNP in a single turn, from 1 model. Where is the balance?
"There is a cancer eating at the Imperium. With each decade it advances deeper, leaving drained, dead worlds in its wake. This horror, this abomination, has thought and purpose that functions on an unimaginable, galactic scale and all we can do is try to stop the swarms of bioengineered monsters it unleashes upon us by instinct. We have given the horror a name to salve our fears; we call it the Tyranid race, but if is aware of us at all it must know us only as Prey."
Hive Fleet Grootslang 15000+
Servants of the Void 2000+
2014/02/13 20:53:08
Subject: Tyranids and what could have or should have been: My revisions/fandex for Tyranids!
Thank you for the feedback everyone, I have adjusted things here and there to make things a bit more balanced.
-Synapse has been changed a bit.
-Changed/toned down some Warlord Traits
-Changed/toned down some Psychic Powers and implemented extra warp charge abilities.
*note on powers: I think they are more balanced at this point because the more powerful abilities/versions of each power can only be used with more warp charges and only a Hive Tyrant and HQ Tervigon can make use of them. Tervigon when taken as a troops choice and Tyranid Primes only have Mastery 1 and Zoanthropes will only be able to cast Dominion and Warp Blast.
-Added Paracite of Mortrex
-Added Mycetic Spore options
-Modified some biomorphs and their costs for units
-Modified Swarm Lord and other Characters
-Changed some options for various units and generally toned down things that seemed OP.
Thanks for the feedback once again and please feel free to point out anything that seems too OP!
This message was edited 1 time. Last update was at 2014/02/13 21:22:11
Jesus Christ changed my life, He can do the same for you!
I would arrange the psychic powers as two smaller disciplines you roll a D3 for. This let's you better tailor units by picking either supporting or offensive powers to suit. Then format them like the Eldar Warlock powers, with the alternative option being a more powerful charge 2. Something like this:
Power of the Hive Mind (offensive powers)
Primaris: The Horror
Charge 1 - as now
Charge 2 - as now, but with -3 modifier
1-2: Paroxysm
Charge 1 - as now
Charge 2 - as now, but with with a D6 instead of D3
3-4: Psychic Scream
Charge 1 - as now
Charge 2 - as now, but roll 3D6+2
5-6: Warp Blast
Charge 1 - fire with Burst profile
Charge 2 - fire with Lance profile
Will of the Hive Mind (supporting powers)
Primaris: Dominion
Charge 1 - as now
Charge 2 - as now, but boosts SitW range too
1-2: Catalyst
Charge 1 - as now
Charge 2 - all Tyranid units within 6" gain 5+ FNP
3-4: Onslaught
Charge 1 - as now,
Charge 2 - all Tyranid units within 6" gain the effects of Onslaught
5-6: Null Zone
Charge 1 - The psyker gains a 5+ invuln save
Charge 2 - The psyker gains a 4+ invuln save and +1 to DtW rolls
Automatically Appended Next Post: A few more random thoughts:
Hive Commander is a bit cheap, since it got a buff and a point drop. I think 20-25pts is fairer.
Tyranid Primes don't need psychic powers, they just need a decent point drop (to around 100).
Hormagaunts should be the same cost as Termagants - they basically exchange the ranged weapon for more melee ability.
Tervigon spawning should still be stopped on doubles, triples are too rare. It's also hard to keep track of which models the Tervigon spawned and which just have casulaties. I would keep all the current spawning rules as they are now, but drop Synaptic Backlash to Strength 1.
Why have Carnifexes dropped by -1 strength?
Lictors and Harupsex can't use their Flesh Hooks / Tongue attack ranged profiles with BS 0. Is that intentional?
A common complaint with Harupsex is that they need some kind of general mobility boost to catch things, as they're basically fulfilling the same role as the Maulerfiend in a very competitive slot. What about letting them move 2D6" instead of 6", and allow Fleet to affect the roll?
Pyrovores become T5, and flamespurts gain the Torrent rule.
Rupture Cannon
o Range 24” S10 AP1 Assault 2
Make Crushing Claws AP1, as AP2 doesn't make much difference for the MC's that normally use them.
Born in the Skies: automatically passing grounding checks is a little too powerful. I would change it to:
a) re-roll grounding checks
b) gains the Jink rule without needing to Dive. If it chooses to Dive (before rolling), it can re-roll the Jink save.
Then maybe drop the Crone back to 4+ armour so it's not an auto-take over the Harpy, who can be the heavier option.
This message was edited 1 time. Last update was at 2014/02/14 15:51:35
2014/02/14 17:17:32
Subject: Tyranids and what could have or should have been: My revisions/fandex for Tyranids!